House Rules

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House Rules

Post by Admin on Fri Aug 28, 2015 7:52 am

Abilities
In the Fledgling's universe, the characters are all children from the ages of [d6+12], as such, they start at -1 in all abilities instead of 0.

Skills
Vehicle Cost = 1 power point per 3 skill ranks

The vehicle skill is split into subcategories like Expertise.  The vehicle subcategories are Ground, Aircraft, Watercraft, and Specialized.
Ground - Any vehicle that travels on (or in) the ground.  Car, Truck, Semi truck, Motorcycle, etc.
Aircraft - Any vehicle that travels in the air, but not into space.  Plane, Helicopter, etc.
Watercraft - Any vehicle that travels on (or in) the water.  Boat, Submarine, Personal watercraft, Sailing vessel, etc.
Specialized - Any vehicle that requires specialized training to utilize.  Tank, Heavy construction equipment, Aircraft carrier, etc.

No character may purchase ranks in Specialized without story related reasons and GM permission.
If story permits, an additional subcategory Space will be added with the caveat that it will also require story related reasons and GM permission.


Advantages
Avoidance (Ranked): Get a +2 to avoid Grab or Snare effects.  A second rank increases the bonus to +5.
Clean (Ranked): Checks to connect you with a crime increase by DC5 per rank.
Conceal Efforts:

    Anyone who inspects your bindings during a Sleight of Hand escape check must make a Perception check with a DC equal to your Sleight of Hand result to notice your escape attempt.

Cunning Fighter: Use Attack instead of Deception to feint an opponent.
Damaging Escape: Do damage when breaking a grapple.
Defensive Strike: Get a +2 to hit enemy that misses you in melee.
Durable Lie: The target believes your Deception for an additional round.
Follow-Up Strike: Additional melee attack after Critical Hit is scored.
Hide Tampering:

    You can conceal any tampering done to a device. Anyone who inspects the device must make a Technology check against your Sleight of Hand check to notice your tampering.

Improved Demoralize: Allows a character to make a demoralize attempt as a move action.
Improved Feint: Allows a character to make a feint attempt as a move action.
Improved Taunt: Allows a character to make a taunt attempt as a move action.
Improved Trick: Allows a character to make a trick attempt as a move action.
Last Stand: Spend an HP to ignore all Damage Conditions for one round.
Lionheart: Grants a +5 to saves against fear that is not limited to PL caps.
Multilingual: By spending an HP a character can speak a certain language for the remainder of a scene.
Online Research:

    Allows a character to use the Expertise [Computers] skill instead of the Gather Information sub-skill of Investigation when looking for anything that would normally be acquired by talking to people and buy them drinks and such. This feat can be used with the Well-Informed advantage also.

Reliable Attack: Choose an attack.  That attack is no longer susceptible to Critical Failures.
Skill Adept (Ranked):  

    Choose a skill.  This skill is considered to always roll a minimum of 5 + Skill Adept rank.  A 1 still counts as a Critical Failure.  This advantage cannot be applied to the Close Combat or Ranged Combat skills.  You must have ranks in the skill this is applied to.  The ranks in this may not exceed half (rounded up) of the skills natural rank.

Speed of Thought: Allows a character to use their Intellect modifier for Initiative.
Task Focus (Ranked):

    Choose a specific task or situation that can be performed with a skill check, such as keeping watch at night for Notice. When making checks that involve your chosen specialization, you gain a bonus +2 bonus that can exceed PL caps. You can buy additional ranks, these can either increase the bonus to +5 or apply to a new task.


Powers
Weaken
Slow Fade (Extra - 1 point flat): Weaken with this modifier reduces the recovery time of Lost Points on the target’s turn. Each application increases the Time rank of the point recovery.  Normal recovery is 1 point per 1 round (Time rank 0).

For example, with 2 applications of Slow Fade, recovery time is now 1 point per 30 seconds (5 rounds).  5 applications is 1 point per 4 minutes (40 rounds!).

Extras
Improved Knockback (Flat, 1 point per rank): Increase your critical threat range with a particular attack (chosen when you acquire this advantage) by 2 for purposes of checking for Knockback.  This stacks with normal ranks of Improved Critical, but a 1 will still fail in any case.  Any attack that misses will not cause knockback no matter what the knockback check is.
Increased Knockback (Flat, 1 point per rank): Adds +1 point to the damage for purposes of the knockback check.  Maximum rank is PL.

Action
Push • Standard Action
You attempt to push an opponent back.  Make an attack check against the defender with a -2 penalty.  If you attempt to push with a ranged attack, you are at a -5 penalty.  If your attack succeeds, use the Knockback success chart.

Knockback
If a player scores a threat, determine if the attack check total is equal to or greater than the target's defense.  If so, the player can cause Knockout.  (This is not considered a Critical Hit) Knockback can only be used with attacks targeted at Toughness.

To determine the Knockback effect, make one of the following Damage resistance checks.
• Damage rank + 15 vs. d20 + Strength ranks + Growth ranks + Half of Impervious Toughness ranks - Shrinking ranks
• Damage rank + 15 vs. d20 + Flight ranks + Growth ranks + Half of Impervious Toughness ranks - Shrinking ranks
• Damage rank + 15 vs. d20 + Dodge ranks + Defensive Roll ranks - Shrinking ranks

Success: No effect
Failure (one degree): Target is prone.
Failure (two degrees): Target is prone and knocked back distance rank 0.
Failure (three degrees): Target is prone and knocked back distance rank 1.
etc...

Targets do not take additional damage for hitting other objects during knockback, thought the objects will (equal to the rank of the distance); its possible under some circumstances such objects could include a person (usually they'll get a Dodge roll against the rank of the knockback to avoid this).


Last edited by Admin on Mon Aug 31, 2015 2:14 pm; edited 11 times in total

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Re: House Rules

Post by Admin on Fri Aug 28, 2015 8:40 am

Some other ideas...

Dimensional Pocket:
Feature - extradimensional storage of mass rank in material. (1 pt per rank)

You can access an extradimensional “pocket” or storage space where you can place things and retrieve them later.
Items placed in your dimensional pocket remain in the same state until you withdraw them. You cannot place living or unwilling beings into your pocket, only nonliving objects. The object you wish to retrieve from the pocket is always “on top” when you reach into it, coming immediately into your hand. The power’s rank determines the mass you can store at once. Once the pocket is “full” nothing else will fit into it without first removing something.


Movement:
~Air Walking: You can “walk” on air at half your normal ground movement speed as if it were solid ground and move up or down at a 45 degree angle at half speed (one-quarter your ground movement speed). For two ranks, you move at your normal ground movement speed (half speed when ascending or descending).


Summon:
~Multiple Minion (Feat: 1 pt flat): You can summon more than one minion. Each application of this extra doubles your total number of minions. So, for example, with Summon 6, you summon a single 90-point minion. With Multiple Minions 1 you can summon two 90-point minions, four at 2 ranks, eight at 3 ranks and so on. It requires a standard action to summon each minion unless you also have the Horde extra. +1 flat point.

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Re: House Rules

Post by Admin on Mon Aug 31, 2015 1:30 pm

Recreate Knockout as a Maneuver that reduces damage to push an opponent back.

-2 - Prone
-3 - Prone; back distance rank 0 (30 ft)
-4 - Prone; back distance rank 1 (60 ft)
-5 - Prone; back distance rank 2 (120 ft)
-6 - Prone; back distance rank 3 (250 ft)

Maybe flat extra to increase distance rank?
...Or would an advantage be more appropriate?

(Assuming PLx is the normal max for damage)
PL6 = -5: 1 damage; prone; back 120 ft
PL8 = -5: 3 damage; prone; back 120 ft
PL10 = -5: 5 damage; prone; back 120 ft

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Re: House Rules

Post by Admin on Mon Aug 31, 2015 1:30 pm

You could also run opposed lift checks to see if a character can 'lift' a person with a punch, and then have them throw the individual.

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Re: House Rules

Post by Admin on Mon Aug 31, 2015 2:23 pm

https://books.google.com/books?id=UZHGCQAAQBAJ&printsec=frontcover#v=onepage&q&f=false

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Re: House Rules

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